/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2006 - 2013 ScriptDev2 <http://www.scriptdev2.com/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

/* ScriptData
 SDName: Boss_Interrogator_Vishas
 SD%Complete: 100
 SDComment:
 SDCategory: Scarlet Monastery
 EndScriptData */

#include "ScriptPCH.h"
#include "scarlet_monastery.h"

enum eEnums {
    SAY_AGGRO = -1189011,
    SAY_HEALTH1 = -1189012,
    SAY_HEALTH2 = -1189013,
    SAY_KILL = -1189014,
    SAY_TRIGGER_VORREL = -1189015,

    SPELL_SHADOWWORDPAIN = 2767,
};

class boss_interrogator_vishas: public CreatureScript {
public:
    boss_interrogator_vishas() :
            CreatureScript("boss_interrogator_vishas") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new boss_interrogator_vishasAI(pCreature);
    }

    struct boss_interrogator_vishasAI: public ScriptedAI {
        boss_interrogator_vishasAI(Creature *c) :
                ScriptedAI(c) {
            pInstance = me->GetInstanceScript();
        }

        InstanceScript* pInstance;

        bool Yell30;
        bool Yell60;
        uint32 ShadowWordPain_Timer;

        void Reset() {
            ShadowWordPain_Timer = 5000;
        }

        void EnterCombat(Unit * /*who*/) {
            DoScriptText(SAY_AGGRO, me);
        }

        void KilledUnit(Unit* /*Victim*/) {
            DoScriptText(SAY_KILL, me);
        }

        void JustDied(Unit* /*Killer*/) {
            if (!pInstance)
                return;

            //Any other actions to do with vorrel? setStandState?
            if (Unit *vorrel = Unit::GetUnit(*me, pInstance->GetData64(DATA_VORREL)))
                DoScriptText(SAY_TRIGGER_VORREL, vorrel);
        }

        void UpdateAI(const uint32 diff) {
            if (!UpdateVictim())
                return;

            //If we are low on hp Do sayings
            if (!Yell60 && !HealthAbovePct(60)) {
                DoScriptText(SAY_HEALTH1, me);
                Yell60 = true;
            }

            if (!Yell30 && !HealthAbovePct(30)) {
                DoScriptText(SAY_HEALTH2, me);
                Yell30 = true;
            }

            //ShadowWordPain_Timer
            if (ShadowWordPain_Timer <= diff) {
                DoCast(me->getVictim(), SPELL_SHADOWWORDPAIN);
                ShadowWordPain_Timer = 5000 + rand() % 10000;
            } else
                ShadowWordPain_Timer -= diff;

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_interrogator_vishas() {
    new boss_interrogator_vishas();
}
